Panzer Grenadier Battles on November 21st:
Desert Rats #16 - The Panzers Pull Back Desert Rats #19 - The Panzers Return
Desert Rats #17 - The Tomb Of Sidi Rezegh Jungle Fighting #7 - Line Of Departure
Desert Rats #18 - A Pibroch's Skirl South Africa's War #5 - Irish Eyes
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Phoenix: Against Anybody
La Campagne de Tunisie #5
(Attacker) Germany vs France (Defender)
Formations Involved
France 2e Régiment de Tirailleurs Algériens
France Brigade Légère Mecanique
Germany 47th Panzergrenadier Regiment
Display
Balance:



Overall balance chart for LCDT005
Total
Side 1 1
Draw 1
Side 2 5
Overall Rating, 8 votes
5
4
3
2
1
3.88
Scenario Rank: 149 of 940
Parent Game La Campagne de Tunisie
Historicity Historical
Date 1942-12-19
Start Time 13:30
Turn Count 24
Visibility Day
Counters 61
Net Morale 1
Net Initiative 2
Maps 2: 78, 88
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 157
AAR Bounty 153
Total Plays 7
Total AARs 4
Battle Types
Inflict Enemy Casualties
Urban Assault
Conditions
Minefields
Off-board Artillery
Reinforcements
Severe Weather
Smoke
Terrain Mods
Scenario Requirements & Playability
An Army at Dawn Maps + Counters
Conquest of Ethiopia Maps
La Campagne de Tunisie Base Game
Introduction

The defiles which lead from the Ousseltia valley onto the coastal plain and southeastward to Kairouan were key openings in the Eastern Dorsal Mountains and thus hotly contested by both sides. Since 17 December, German motorized units were constantly attacking and infiltrating the passes. On 19 December, before dawn, the Brigade Légère Mécanique, the lone French fully motorized unit, took over the defense line including Pichon. The ground was soaked wet by the heavy rains. Early in the afternoon, artillery fire fell to the east of Pichon.

Conclusion

The ensuing German infantry attack was spearheaded by armored cars. The French infantry supported by old 75mm guns resisted the first assault, albeit with rather high losses. Later the French counterattacked several times, pushing back the enemy and allowing some reinforcements to reach Pichon. The Brigade Légère Mécanique -- raised in secrecy under German rule with the motto "Contre Quiconque" ("Against Anybody") -- kept control of the eastern passes for a few more days.

Additional Notes

Maps from Africa Orientale Italiana are the same as those from Conquest of Ethiopia, and thus may be used in there place.


Display Relevant AFV Rules

AFV Rules Pertaining to this Scenario's Order of Battle
  • Vulnerable to results on the Assault Combat Chart (7.25, 7.63, ACC), and may be attacked by Anti-Tank fire (11.2, DFT). Anti-Tank fire only affects the individual unit fired upon (7.62, 11.0).
  • AFV's are activated by tank leaders (3.2, 3.3, 5.42, 6.8). They may also be activated as part of an initial activating stack, but if activated in this way would need a tank leader in order to carry out combat movement.
  • AFV's do not block Direct Fire (10.1).
  • Full-strength AFV's with "armor efficiency" may make two anti-tank (AT) fire attacks per turn (either in their action segment or during opportunity fire) if they have AT fire values of 0 or more (11.2).
  • Each unit with an AT fire value of 2 or more may fire at targets at a distance of between 100% and 150% of its printed AT range. It does so at half its AT fire value. (11.3)
  • Efficient and non-efficient AFV's may conduct two opportunity fires per turn if using direct fire (7.44, 7.64). Units with both Direct and AT Fire values may use either type of fire in the same turn as their opportunity fire, but not both (7.22, 13.0). Units which can take opportunity fire twice per turn do not have to target the same unit both times (13.0).
  • Demoralized AFV's are not required to flee from units that do not have AT fire values (14.3).
  • Place a Wreck marker when an AFV is eliminated in a bridge or town hex (16.3).
  • AFV's do not benefit from Entrenchments (16.42).
  • AFV's may Dig In (16.2).
  • Closed-top AFV's: Immune to M, M1 and M2 results on Direct and Bombardment Fire Tables. Do not take step losses from Direct or Bombardment Fire. If X or #X result on Fire Table, make M morale check instead (7.25, 7.41, 7.61, BT, DFT).
  • Closed-top AFV's: Provide the +1 modifier on the Assault Table when combined with infantry. (Modifier only applies to Germans in all scenarios; Soviet Guards in scenarios taking place after 1942; Polish, US and Commonwealth in scenarios taking place after 1943.) (ACC)
  • Armored Cars: These are Combat Units. They are motorized instead of mechanized. All have their own armored car leaders, who can only activate armored cars (6.85). Do not provide the +1 Assault bonus (ACC).
  • Reconnaissance Vehicle: 8.23 Special Spotting Powers Both foot and vehicle mounted recce units (1.2) possess two special spotting abilities. The first ability is that they can spot enemy in limiting terrain at one hex further than the TEC specifies for other units and leaders. For example, an enemy unit in town can normally be spotted at three hexes or less, but a recce unit can spot them at four hexes.Their second ability is that they can place a Spotted marker on any one enemy unit they can spot per turn, just as if the enemy unit had "blown its cover" by firing. Such Spotted markers are removed as described earlier.

Display Order of Battle

France Order of Battle
Armée de Terre
  • Mechanized
  • Towed
Vichy l’ Armee de l’ Armistice
  • Foot
Germany Order of Battle
Heer

Display Errata (2)

2 Errata Items
Overall balance chart for 623

In 1940: Fall of France, the units show Direct Fire. All units are Indirect Fire.

(rerathbun on 2015 Jun 06)
Overall balance chart for 20

The reduced direct fire value of the Heer HMG became 5-5 starting with Fall of France.

(plloyd1010 on 2015 Jul 31)

Display AARs (4)

A Draw in the Desert
Author Blackcloud6
Method Solo
Victor Draw
Play Date 2022-07-19
Language English
Scenario LCDT005

Elements of II Battalion, 47 Panzer Grenadier Regiment reinforced by elements of the Division Reconnaissance Battalion attack to seize the town of Pichon. Defending the town to prevent German entrance into the mountain pass are elements of the Brigade Legere Mecanique and 2e Regiment de Tirailleurs Algeriens.

The Germans move out with the main effort moving down the road while a company heads off to the right flank. The French move motorcycle infatry and armored cars to delay the Germans. As soon as the Germans are spotted French artillery fall on the German column, forcing them to dismount and move to the flank under the cover of the small hill. The Germans then organized to attack through the woods south of the town. This proceeds as planned. Then the assault on Pichon beings which becomes a slow go as the French put up withering fire that causes many German casualties and formations to break. But the German persist and assault and gain a foothold on the west side of the town. The French counterattack furiously as night falls, although many Germans are routed out of the town, the Germans keep feeding the beast and maintain their foothold. This continues into the night when the f French start to run low on ammo. Neither side can gain anything further in the town. Both sides achieve their minor objectives for a draw.

This went down to the last turn with both sides having a chance to win. A very good scenario with well thought out victory conditions.

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Night creeps in, and so do the Germans!
Author Schoenwulf
Method Solo
Victor Germany
Play Date 2016-07-03
Language English
Scenario LCDT005

After heavy rains on the morning of December 19, 1942, French units of both the Brigade Légère Mécanique and 2e Régiment de Tirailleurs Algériens were defending a front around the town of Pichon. At 1330 hours, a German reconnaissance group consisting of a Sk.231/8, Lt. Gross and two infantry platoons transported by truck moved west along the road toward the town. Pichon was held by two White AC platoons, HMG’s and infantry units. A 75mm gun and mortar battery was stationed in the woods south of town, two motorcycle units in the woods north of town, and two infantry platoons just west of the river bridge to the northwest. The concealed French 75mm unit eliminated the Sk.231/8, and German ground units responded by calling in OBA that eliminated the 75 mm gun. All German units were finally on the map by 1400 hours and steadily moved west toward the rocky ground south of town. Strong fire from the HMG’s and White AC’s in Pichon caused rampant disruption among the German troops, even causing them to lose their spirit to attack at approx. 1515 hours. However, one of the White AC’s had a mechanical breakdown, and the Germans had some time to recover. German OBA battered the west end of town, and the French troops by the bridge, seeing reinforcements coming down the road from the west, headed toward Pichon to help out. Over the next hour, a German Sk.233 eliminated one of the White cars in town, while the French reinforcements arrived and established a 75mm gun position in the northeast part of town. The French fire out of town was very accurate, keeping the Germans busy trying to rally their units, although one group broke through and began an assault in the west town around 1630 hours. As night fell, a French engineer platoon began laying mines along the southern perimeter of town, while the darkness gave the German troops a respite to recover. A French sniper was able to take out Capt. von Heimstaff, who was moving with his ground units toward the south edge of town; this allowed the engineers to continue their work, and the two MTC units moved to their area to provide support. In the closing hour of the battle, the Sk.233 closed on the town, but was hit by fire from the 75mm gun and eliminated by French infantry assault. The Germans had now surrounded the town, and they attempted to assault from all sides, overcoming the minefields and ultimately compromising French control of 3 of the town sectors while gaining control of the north central town. At that point, the French lost their spirit to attack, so the battle ended with the town in conflict. When all was added up, the Germans gained a minor victory.

This is a well-balanced scenario with clear objectives (town hex control & step elimination) and diverse units, coupled with the challenge of moving through mud across an entire map to get to the town. It seemed as though the French were in a strong position to gain victory at some level until night fell and the Germans had a chance to rally and regroup. However, going into the last turn, the French were still in good shape, as a group stood ready to assault the one town hex held by a single German infantry unit, and step elimination was even. Then two things happened to change the course: 1) a random event caused the French to lose their attack spirit, so no combat movement was allowed, which gave the Germans a tie on town hexes; 2) a remarkably accurate German OBA shot (“snake-eyes”) eliminated a French step, and turned what appeared to be a French victory into a minor German one. In the end, each side controlled one town hex, with three town hexes contested, and the French lost 9 steps to 8 lost by the Germans.

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Hold Pichon at All Costs!
Author treadasaurusrex (France)
Method VASSAL
Victor France
Participants goosebrown
Play Date 2024-09-20
Language English
Scenario LCDT005

This was a 4-session play-through with the undaunted & determined, goosebrown, leading attacking elements of the reinforced, II Battalion/47th Panzer Grenadier Regiment in the vicinity of Pichon. I led a defending scratch force of elements of the French Light Mechanized Brigade and the 2nd Regiment of Algerian Tirailleurs. Both sides drew decent leader sets, with the Germans being slightly better.

We ignored the defense-favoring FOW, but used the consolidation, smoke/illum, strategic movement and excess initiative optional rules. Also utilized, were these three house rules: 1) Road Movement for Mechanized & Foot Units All FOOT & MECHANIZED units may move on roads at the rate of 1/2 a Movement Point (MP) per road hex, just like MOTORIZED units. Unfortunately. we did not use the extended assault rule, 2) Standardized Movement for Mechanized Units - All mechanized units may move through clear hexes at a movement cost of only 1 movement point (MP) per hex, instead of 1 1/2. Add one to this cost if moving up, across, or down slopes hexes, and 3) Dug In Units on Slope Hexes are Automatically in Limiting Terrain in Desert Games Unless prohibited by special scenario rules, ALL units that are dug-in on slope hexes are considered to be in limiting terrain and are spotted if enemy units approach to within 3 hexes, or 4 hexes for reconnaissance units – unless they are marked with a spotted marker, see 8.22. We both felt that this rule set worked well and enhanced playability & simplicity.

The initial session (game turns 1-3) featured the Germans moving-to-contact in a 3-column formation in muddy conditions from the east. The French were set up in the immediate vicinity of the town of Pichon on the east margins of Map 88. First blood was drawn by long-range Boche AT fire from the better-armed of their 2 armored car platoons (SK233). French OBA was able to eliminate a truck unit carrying a Wehrmacht 81mm Mortar platoon.

Our truncated, 2-part, second session (game turns 4-7) featured the Boche continuing to move to contact, this time they consolidated their approach into left & right flank pincers. There were multiple OBA strikes, and some accurate, close-range AT fire. The net result by the end of the session was the loss of a single German, and 4 additional French step losses. This lowered the French initiative level to zero, as the Germans began drawing into decisive range on the west margin of the long ridge and also on the 20-meter hill adjacent to the south side of the road on Map 78.

The exciting third session (game turn 8-9) started out badly for the defending French as the Germans secured the initiative with a pair of activations in both game turns. This immediately led to the loss of the final step of French White armored cars, and the initiation of fierce fighting at the remaining French position atop the 20-meter hill east of Pichon. Two steps of Boche armored cars were eliminated during Game turn 9, one in a close assault by the emerging garrison of Pichon in a gallant sally, and another by long-range AT fire. A combined NINE combat 7-die rolls were thrown! The updated step losses were now: 6 for the Wehrmacht, and 5 for the rallying French side. The German initiative level diminished by two as a result of increased casualties.

During our fourth session (game turns 10-11) my distinguished & resolute opponent chose to concede as German losses were becoming excessive at 8 steps, in this small but intriguing scenario. We heartily recommend it for for both SOLO & SHARED play. The French garrison in Pichon managed to hold the town after all. We agree that this one rates an enthusiastic 4.

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Another town fight!
Author Grognard Gunny
Method Solo
Victor France
Play Date 2024-03-14
Language English
Scenario LCDT005

This was a rather lackluster scenario ending up with an exciting (?) town fight. Once the French got themselves equally distributed in the town hexes they were relatively impregnable. It was redeeming in that it offered me the opportunity to practice my playing skills on the computer.

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